Commit Graph

16560 Commits

Author SHA1 Message Date
nhmall
d4dabbfa8d update tested versions of Visual Studio 2024-03-01 2024-03-01 09:33:00 -05:00
nhmall
c6124585db Onefile bit 2024-03-01 09:30:21 -05:00
PatR
a26ad241b2 'showvers' warning fix for curses
The wishy-washy warning for case BL_VERS was "may fall through" when
it always fell through, and there was no mention of the fact that the
assignment had no effect because it was immediately overwritten by
similar assignment for the fall through cases.

It may have 'spacing = 2' rather than 1 at some point, but since that
field is right justified it wouldn't make any difference.
2024-02-29 23:50:35 -08:00
PatR
193085d2e3 'showvers' vs 'O'
Don't include the new 'showvers' option in the short 'O' menu.

optlist.h doesn't start with the usual line with substitutable fields
but I haven't attempted to amend that.
2024-02-29 13:05:54 -08:00
Pasi Kallinen
121cf75d39 Minor changes to mention_map
Disable it during screen redraw.
Always use the message coordinates with it, even if accessiblemsg is off.
2024-02-29 18:29:43 +02:00
nhkeni
acf60063d5 Add missing prototypes for static functions to avoid warnings. 2024-02-29 10:49:53 -05:00
nhmall
356875ea20 updates from cron daily 2024-02-29 09:03:00 -05:00
nhmall
258d7b2f56 Guidebook date stamp 2024-02-29 08:00:19 -05:00
nhmall
92f831d53a do not include tmac.n
The terms of use listed in doc/tmac.n ask that it not be modified from
the original.
.
2024-02-29 07:40:19 -05:00
RainRat
a3658f85ac fix typos 2024-02-28 20:15:56 -08:00
nhmall
b53a43027f generic obj addition broke obj entity count use
yet another EDITLEVEL bump
2024-02-28 16:24:40 -05:00
nhmall
3edd3e5869 catch invalid id on restore
Another EDITLEVEL bump.
2024-02-28 16:15:30 -05:00
nhmall
1a02a2df16 purge a couple of placeholders from context struct
Take advantage of today's EDITLEVEL bump, and add yet another to
remove some field placeholders left behind in when two fields were moved
elsewhere in 22e52ee9.
2024-02-28 15:54:34 -05:00
PatR
41a5565403 new 'showvers' option
Add options 'showvers' (boolean) and 'versinfo' (numeric mask) to
show nethack's version on the status lines during play.  It won't be
particularly interesting to ordinary players but should be useful
when making screenshots or video to be streamed, or for someone who
switches between git branches or between nethack and variants.

I worked on this several months back but it was combined with
unfinished changes to 'hitpointbar'.  I've separated it out so that
it can be put into use.  When enabled, one or more components of
"<name> <branch> <version>" will be shown right justified after
status conditions.  At present the default is "<branch>" if that is
available and overall status isn't 'released', or "<version>" if
'released' or if branch isn't available.  That might need some
refinement.

It works as intended for tty and curses, although some abbreviation
mechanism would be useful if/when the program resorts to abbreviating
status conditions to make things narrow enough to fit.

For X11, it works ok for fancy_status:True (the default, controlled
via NetHack.ad settings) but is messed up for tty-style status.  The
text is positioned correctly but there are gaps in it, making it
appear garbled, similar to what I saw when I tried and failed to
implement statuslines:3 for X11.  [It might be due to having empty
condition widgets be 1 pixel wide instead of being totally removed
but I don't think the situation is that simple.]

For Qt, if the text needs to be truncated in order to fit, the center
portion of the string will be shown, discarding parts from the left
and right.  That ought to discard from left and retain rightmost
portion instead.

For win32|mswin|Win GUI, no attempt to support it has been included.
Things should be ok when 'showvers' is left as False (the default)
but I don't know what will happen if that gets toggled to True.  At a
minimum, the version info won't be right justified.  The information,
or at least some of it, is displayed in the game window's title bar
so there isn't any pressing need to add it to status, but toggling
the option will need to behave sensibly if it doesn't already.
2024-02-28 11:47:16 -08:00
nhkeni
5c3fd7b485 Merge branch 'NetHack-3.7' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.7 2024-02-28 14:06:33 -05:00
nhkeni
cd1002f84e DEVEL: add directions for a Linux credential helper 2024-02-28 14:05:23 -05:00
Pasi Kallinen
25fa293c81 Accessibility: lookaround command, mention_map option
Adds a new extended command #lookaround, which will describe
the map around the hero they can see or remember.

Adds a new boolean option mention_map, which will give a message
when an interesting map location in sight changes.
2024-02-28 20:53:52 +02:00
PatR
1532a052c0 spellbook of blank paper named Making Money
Reported directly to devteam, polymorphing a spellbook could produce
a blank spellbook with a Discworld novel's title attached.
2024-02-27 11:27:02 -08:00
nhmall
334535e7b0 Fix makemon() trying to generate a monster on top of another monster
When makemon was called with all-zero arguments (e.g. for random
monster generation over time), ptr==NULL means "a random monster".
This was being forwarded to mon==NULL in makemon_rnd_goodpos, and
then mtmp==NULL in goodpos, which means "an object, not a monster".
Because objects can be generated under monsters, this meant that an
attempt to create a random monster could end up choosing a location
that already had a monster, which would then cause the monster
generation to fail.

This mostly wasn't noticeable in normal play: it effectively
reduced the monster generation rate depending on how many locations
outside LOS happened to contain a monster. Normally that's a very
small proportion, so the bug had no obvious effects: but when there
are very few locations outside LOS (i.e. the player can see almost
every location on the level), the bug effectively caused monster
generation to stop once those locations became occupied by
non-moving (e.g. hiding) monsters, something that became observable
in games where the player decided to dig out and light almost an
entire level.

This commit fixes the problem by adding a new flag to goodpos that
requests that it not choose a position that already has a monster.

This bug was diagnosed, and this fix committed, by ais523; but
nhmall wrote almost all of the code implementing the fix.
2024-02-27 19:04:35 +00:00
PatR
1d26f80ccf more nhmd4.c formatting
Insert a space between cast operator and target.

For 'x | y' expression spanning multiple lines, split with bitwise OR
operator at the beginning of second line instead at the end of first.

I changed a macro that was expanding to 'expr_1; expr_2' into
'(expr_1, expr_2)'.  Both expressions modify arg 'a' which would be
a no-no within a single expression, but the comma operator provides a
sequence point that guarantees that the first expression will be fully
evaluated with side-effects--assignment to 'a'--completed before the
second one starts, making both assignments be well defined.
2024-02-26 11:46:03 -08:00
PatR
5acb82640d update a getpos() comment
Not a typo this time; the highlight-valid-position callback interface
was simplified.
2024-02-25 12:36:19 -08:00
PatR
53f16f9e8c reformat nhmd4.{c,h} 2024-02-24 13:49:51 -08:00
Pasi Kallinen
dd37c5326a Accessibility: showdamage option
Add a new boolean option showdamage, if on, outputs a message
like "[HP -2, 14 left]" - several variants have something similar,
but I chose the message based on how eSpeak said it, while keeping
it short.
2024-02-24 17:38:46 +02:00
PatR
9927e264b5 hacklib.c NONNULL functions
A bunch of routines return a pointer which is never Null but weren't
telling the compiler that such was the case.  A couple (strsubst(),
stripchars()) were accepting Null output argument and then returning
Null, but callers had no reason to use them that way, so they've been
changed.  (upstart() could have been changed similarly; I've already
forgotten why I left it as-is.)
2024-02-23 20:02:01 -08:00
nhkeni
5f64dd3f1b Make initoptions() call initoptions_init() if that hasn't already happened. 2024-02-23 20:14:03 -05:00
nhkeni
77916d5d73 make depend for previous commit 2024-02-23 18:04:26 -05:00
nhkeni
eadebf0132 Use local md4 implementation instead of libcrypto for linux.
NB: "make depend" needs to be rerun
2024-02-23 17:08:49 -05:00
nhkeni
61f4d972bb Add local md4 implementation and drop libcrypto for linux. 2024-02-23 17:05:45 -05:00
nhmall
353838c1a6 follow-up to nethackw.exe vertical menu row adjust
Commit 7e452018a6 resolves #1094
2024-02-23 09:41:53 -05:00
nhmall
7e452018a6 Windows GUI: vertical menu row spacing for tiles
The menus in nethackw.exe were being spaced according to the vertical
tile size of custom tiles, but the tiles were being rendered in menus
at the default size anyway, resulting in unnecessary gaps between menu
rows.

Use the default size of 16 for the vertical spacing calculation.
2024-02-23 09:32:50 -05:00
nhmall
4478200964 update tested versions of Visual Studio 2024-02-22 2024-02-22 15:03:13 -05:00
PatR
cba7e6eb43 umpteenth comment typo fix
plus bonus fix:  change a recent fixes entry to past tense.
2024-02-22 11:01:53 -08:00
PatR
9f7fffc823 rolling boulder trap fix
The recent "trap.c reformatting" commit included a non-formatting
change switching from gb.bhitpos.x,.y to local x,y in the rolling
boudler trap routine.  The part of that routine used when a rolling
boulder hits another boulder and transfers its remaining momentum
to that other one got switched to wrong x,y and the first boulder
basically kept going, possibly hitting itself at each new position.
2024-02-22 11:00:18 -08:00
nhkeni
7e08ce3e9e Merge branch 'keni-crdumplog' into NetHack-3.7 2024-02-21 16:27:52 -05:00
Pasi Kallinen
c7e2ebe83c Check inventory protection only when hero is carrying it
TODO and better fix would be to have similar check for
monster inventory.
2024-02-21 11:28:49 +02:00
Pasi Kallinen
d42efcd04f Slightly randomize the spellbook in vlad's tower
Replace the guaranteed invisibility with a somewhat high-level
spell sort-of thematical to Vlad or vampires in general
2024-02-21 09:47:47 +02:00
Pasi Kallinen
391295cfdc Move comment 2024-02-21 08:18:40 +02:00
nhkeni
3f5d1d3a36 split DUMPLOG
DUMPLOG requests the DUMPLOG feature as it does now
DUMPLOG_CORE requests the internal buffering only (used for CRASHREPORT)

This allows CRASHREPORT to access recent messages without performing
any file I/O.
2024-02-20 21:42:05 -05:00
Pasi Kallinen
e76ab9558f remove register that snuck in 2024-02-20 22:13:31 +02:00
Pasi Kallinen
ea38ddcb13 Fix mplayer weapon weight 2024-02-20 22:11:42 +02:00
Erik Lunna
eb22a81088 Refactor, unify, and nerf item destruction
Note: Original change is from xNetHack by copperwater <aosdict@gmail.com>,
      but this commit comes from HACKEM-MUCHE by Erik Lunna, with
      some minor code formatting.

From xNetHack commit a0a6103bea:

'The original goal: nerf item destruction using a method I initially
 proposed for SpliceHack, in which the number of items subject to
 damage from any single source is limited by the amount of damage the
 effect caused. The intent was to be more fair all around and prevent
 aggravating situations where, for instance, a chest shock trap zaps
 you for 4 damage and immediately ten of your rings and wands blow up.

 Problem 1: no easy way to limit the items destroyed without biasing
 heavily towards the start of the invent chain. The old code was able
 to get away without bias by just indiscriminately destroying
 everything eligible with a 1/3 chance. Here, I had to introduce
 reservoir sampling in a somewhat more complex form than I've applied
 it elsewhere, since there are a pool of potential items.

 Problem 2: destroy_item no longer worked remotely like destroy_mitem,
 which still destroyed 1/3 of items indiscriminately. Commence the
 process of squishing them into one function that handles both the
 player and monsters. (Which required making a lot of adjustments to
 destroy_one_item, now named maybe_destroy_item, on nits such as
 messaging and when to negate damage. An annoying consequence of the
 merge is that in the player case, their HP is deducted and they can
 be killed directly, but for monsters they need to add up the
 destruction damage and return it.)

 Unifying destroy_item and destroy_mitem has some advantages: in
 addition to the obvious code duplication removal, it ensures monsters
 now take the same damage as players for destruction (previously they
 took a piddly 1 damage per destroyed item). Now when you hit
 something with Mjollnir and their coveted wand of death breaks apart
 and explodes, you at least get the satisfaction of knowing they took
 the standard amount of damage from it.  Monsters also now get
 symmetry with players in having extrinsic elemental resistance
 protect them from item destruction, and damage negation from item
 destruction if they were appropriately resistant.

 Problem 3: a lot of callers didn't preserve the "amount of incoming
 damage" that this refactor relies on. E.g. if the defender resisted
 that element, the local dmg variable would be set to 0. So I had to
 do some wrangling with callers to save that original damage
 value. The rule of thumb is: all *incoming* damage counts. So that
 includes the player's spellcasting bonus if applicable, but not
 things like half damage, negation due to resistance, or extra damage
 due to being vulnerable to cold/fire.

 Then I figured, while I'm here let's get rid of all those silly cases
 where destroy_items is called multiple times for various different
 object classes, and cut the object class parameter out of it. This
 has a few minor effects:

 - Places where different object classes previously rolled
   independently for destruction to happen at all now roll
   once. (Which, by my calculation, generally means less incidences of
   destruction - a fire attack now won't have three separate chances
   to hit your scrolls, potions, and spellbooks. On the flip side, a
   lucky roll will no longer save an entire object class in your
   inventory.)

 - Callers can no longer specify different probabilities for
   destroying different object classes. The only place this was really
   used was to call destroy_item with a slightly lower probability on
   SPBOOK_CLASS.  With the nerf in this commit, less of them ought to
   be destroyed anyway.

 - A very edge case of where explosion-vs-monster damage was totted up
   differently for golems, which could result in differences of a hit
   point here or there.

 - All object classes being processed in one go means that less items
   are destroyed than would be if they were still processed
   independently.  This is not really visible compared to the old
   baseline of just destroying 33% of everything, but would be a
   marked difference versus a copy of the game that still called
   destroy_items separately for different object classes. To
   compensate, I adjusted my planned damage-to-destruction-limit
   scaling factor down from 8 to 5.

 Not done: merging in ignite_items(), though that would probably be
 really easy now.'

Notes from porting from xNetHack:

- It might be necessary to reexamine at all the conditional checks for
calling destroy_items. Because item destruction is much more
restrained and uses the actual damage from an effect, we might now
need to check 'if (!rn2(3))' and similar in all the places item
destruction occurs.
2024-02-20 22:03:54 +02:00
nhkeni
fc100f269c Makefile.top: remove some out-of-date CRASHREPORT code 2024-02-20 14:37:04 -05:00
nhmall
b4f578495c more pointer style consistency 2024-02-20 13:04:32 -05:00
nhmall
d5f2b681af follow-up to 57c8ae4b which added NONNULLARG6 2024-02-20 12:18:01 -05:00
nhmall
0a985459f0 make style consistent for function ptr arguments 2024-02-19 17:21:04 -05:00
nhmall
688ac6ffbe remove register from variable declarations 2024-02-19 16:30:07 -05:00
PatR
6f569f0a27 beating dead horses
Extend a joke that no one has ever seen in actual play.
Clears out an old entry from 'git stash'.
2024-02-19 11:30:00 -08:00
PatR
c84dc79610 trap.c reformatting
Monstly changing '<type>* <var>' to '<type> *<var>'.  Wrap or shorten
a few wide lines.

One of the rolling boulder routines accessed gb.bhitpos.x,y many times;
change that to use local x,y instead.
2024-02-19 11:11:23 -08:00
PatR
5ef51a88d4 more DECgraphics tinkering 2024-02-19 11:04:29 -08:00
PatR
4c7259a1d4 another comment typo 2024-02-19 00:42:27 -08:00